[quote who="Heavenfall" reply="7" id="3208452"]I just checked if my Reliquary items went into the general pool of items. They didn't before, but they do now. So yay, great improvement (bug fix?). Goodiehuts and quests give random common, uncommon and rare items. Ultrarare and unique items are not randomly given out, they are only given specifically by their internalname. Of course that doesn't preclude the possibility of making our own treasure rewards that randomly give out those typ
Aerion Istari
[quote who="Heavenfall" reply="1" id="3207735"]Very nice, the item quality thing will be nice although I have to verify that new items are actually added to the general pool (because they weren't before).[/quote] I'm interested in the Bash ability too. Also the formatted descriptions is kinda cool. Other than the city changes, the biggest change as far as gameplay will probably be that the maps will be a LOT denser with resources and enemies to fight.
[quote who="jshores" reply="2" id="3207765"]The random loot option has yielded me more lucky hats than anything else. I am thinking of starting a hat store. I also noticed that the first 2 staves I picked up did not have a initiative penalty and I believe they did before. I need to look at all the staves, but this may be an undocumented change. [/quote] Yes, I strongly dislike daggers being the ideal spellcaster weapons and+ I think staffs (othe
When every new release comes out, the first thing I do is compare the XML files for changes that are important or helpful for modding. I haven't tested anything. I've just compared the old and new files using BeyondCompare just to see the differences. Here are my observations: 1> Shop Values have been cut approximately in half across the board. 2> Goodie Huts have eliminated the tags.&nb
I waited for D3 to come out for years. When I heard Steam was required to run it, I decided not to buy it. Call me full of %#^@ if you want but that's the way I am. I'm not going to buy a game from a company that can lock me out of every game I bought through them just because THEY THINK I tried to pirate one of their games. It's a matter of principle. End of discussion as far as I'm concerned. And for all you fan-boys out ther
Can you post an example of the xml of one of the shards you tried to add?
[quote who="SteelFin" reply="14" id="3192779"]I have Norton's too and this is the most annoying feature. It's happened to me on more than one occasion with other game downloads. What is most frustrating is that it just deletes it without confirmation or warning and you can't change it. It is either on or off. Not fun when you download a 8GB file you trust only to have it erased immediately. I don't find this functionality of "Norton Intelligence" intelligent at all.<br /
I have done some work on making the core armor different colors. Several of them are quite attractive in different colors - especially leather armor. There are several ways it can be used. You can either change the XML to make it a specific color or leave it to take the faction's colors. If I packaged it up into something easily useful, would it interest anyone?
[quote who="seanw3" reply="6" id="3187349"]I thought maybe you were selling modder style jewelry over the internets. This is so much better![/quote] Nope. Just sharing my work with others to help pay back for all the help this board has given me.
1> Seiges: I like some of what Heaven suggests in terms of building defenses. I'd be reluctant to add seiges if they slow play down too much. 2> Caves Dungeons: Isn't that what Wildlands are? Seriously though. If adding dungeons or other planes makes the map effectively larger while keeping the memory footprint smaller, I'm for it. But I agree with the comment above that it needs to be balanced. In MoM, I rarely even visited
Perhaps I just didn't hit the right combination to get it to work though it wasn't from lack of trying! Hopefully, you will figure it out.
i just took a look at the XML for some of the bows I was experimenting with and it refreshed my memory somewhat. Below is one I got to work though I don't recall for sure how well it worked. It supposedly did pierce and cold attack but I'm thinking it didn't do but one of them. (Sorry, the memory is kinda foggy as I never used this in an actual game) I think the issue has to do with the bow spell using that DefendableDamage
So basically, the higher the level of the assassin, the more he can stack poison? I like it!!
[quote who="seanw3" reply="20" id="3185359"]Bows can do alot, but you have to think of them as spells, not melee. I made that poison comment to suggest that a spell can't cause another spell. I am pretty sure you can make a bow do fire, frost, and lightning in the same shot. I can also add abilities to the unit that is using the bow. With that I can do alot more stuff. Three shots would be possible in a single turn for instance by triggering the unit gains instant action ability twice. Th
[quote who="DsRaider" reply="11" id="3184537"]lol another question. I'm trying to create a summoned monster that will respawn upon death like a champion. I have tried experimenting with Deathward and making the unit a champion but nothing seems to work. Also how do henchmen work. I don't see a tag for not respawning upon death and not getting normal traits.[/quote] You can't have a monster resummon on death but you can have a monster automatically summon at the start of ev
[quote who="seanw3" reply="9" id="3184376"]I was thinking about making some bows that do special stuff at some point. Tri-fire, freezing shot, fireball, reallly anything but poison can be put into a standard bow attack.[/quote] Unless this has been fixed in one of the more recent releases, ranged attacks are so nerfed that it's pretty hard to get a bow to do anything interesting. I have yet to figure out how to get one to proc on hit the way a sword will. The bes
I like the idea of a Beastmaster trait. The basic concept is a pet of sufficient strength to be useful is automatically summoned at the start of each combat. The pets would have some unique ability to make them a bit more than just another wolf, panther, bear or spider. Each creature type would have specific strengths. Wolves would have an average attack but a really high dodge to the point where they are almost impossible to hit. A panther would have a lightning
One technique I have used on a product I worked on was something we called, "Event_Exits". What these did was whenever a significant event occurred in processing, the code would look for the presence of a script file by a predetermined name. If one was found, it would execute it. What would be a great tool for both the DEVs and for Modders would be a similar piece of code in FE. Whenever events occur, just go out and look for an appropriate EventExit tag. I
Sorry, I had a brain fart. I momentarily forgot about your Unistat BG mod.
Actually, Heaven, I took a look at your Unitstat Lib and saw how you did it there. That suffices for my needs. What if I wanted to grant a Core ability? Such as creating a spell that permanently adds " ? Or an item that adds such an ability when equipped? Or while I'm thinking about it... is there a way to have a spell and/or goodie hut grant a specific technology?
Has anyone figured out a way to add modder defined abilities to units or race/faction in a tag via spells or items?
[quote who="seanw3" reply="7" id="3184109"] Also, quests can give research. Just copy over the game modifier from the research goodie hut into the rewards section of the quest. [/quote] This!! Most of what I've learned to do I learned from studying the game's xml files. If you want to learn to really use traits, study Heaven's mod. Traits are a really great boon to modders and Heaven has done great stuff with them. Sean has done some ama
I don't want to start a game with all the uber stuff done for me. Nor do I want to have to have multiple restarts just to get a starting area where I'm not starting at a severe disadvantage either. Having small Stamps created for reasonably balanced starting positions isn't necessarily going to decrease the challenge. I actually find the early to mid-game challenging enough even with a reasonably balanced starting location. Where I find the diffi
I think I'm inclined to agree with Heaven. I would think dual wielding would mostly be an assassin's trait.
Here is some more art I'm willing share. Anyone is free to use it but I suspect Murteas especially may find a few that would be useful . ShareArt.zip